if you plan on putting you stuff on youtube you should pay attention to when the combo counter restarts and pay attention for the "reset" and then think what you should have done. Watching your own videos is helpful because you can see where you messed up and other viewers can see your errors as well. and then when replay channel training mode is up it will be even easier to learn from mistakes~
This is a great idea, but the only problem is that I don't know what are mistakes and what's right. Other than that, I'm going to be doing that.
Well that's what we have replay functions for now! You can look at a match and analyze your mistakes so you can see what exactly you need to improve on. Of course, it could help if we could see them so we can give an outside analysis, but it's also good to see if you yourself can pick out the mistakes.
And I apologize for sounding condescending like this, but never controller-drop, that's disrespectful to the opponent and just makes you look like a jerk. We've kinda had this discussion on this forum before and it just led to poop-flinging on all sides.
I'm not playing the beta for now. Yeah, that's the plan.
LOL It is okay. I'm basically used to it at this point, but I am genuinely curious as to how it is disrespectful to the opponent.
If you happen to be playing against the same guy over and over and over, chances are he'll be punishing you in the exact same way over and over. An opponent that favors Peacock and just spends the match item dropping and Argusing will have a pattern. You need to figure out what it is.
What you need to do is attack as you normally, and make a very clear note of what he did. Once you know what he did you need to think, "What can I do that will beat that?". Once you have a few ideas, try them out. Check which responses work against what that opponent is continuously doing and integrate them into your game plan. As time goes on you'll get better and faster at analyzing situations and figuring out what option you need to be using in a given situation.
You can do all this in a match, or you can record yourself and watch the replays, then apply your strategies in the next battle.
Obviously, despite what I just said, the opponent won't be attacking the exact same way over and over, but you will be able to spot his preferred punishes and strategies if you keep an eye out for them - it's up to you to analyze them and decide what to do next.
At 1 A.M, there's the same six people on. I started picking up on a particular Squigly's pattern, but I didn't know how to counter it. I know what he did (overheads for days), though, so I
am getting somewhere... slowly, but the ship has set sail.
Would be correct to say, however, that I will notice patterns in every character and adapt for every character?
Well, it's a good idea to go into training mode and test out your moves on block to know what's really safe and what isn't. lp Brass is -6 on block, so it can be beat by anyone with a jab of 5 frames (Fortune and Filia have them, don't remember who else). You can also be beaten by several supers. Knowing whether or not your moves are leaving you open is a good thing, and can help you feel less helpless. After you know "Okay, I can do this move, and if they block it I'm safe" it gets a little easier to see why you're getting hit.
Another thing that's helpful is understanding that there are 3 reasons you can get hit in a fighting game. You can get hit because you hit a button when you shouldn't have (using a move that's unsafe on block, hitting a button and getting counter hit, getting baited), you can get hit because you didn't hit a button when you should have (getting grabbed, getting hit by a reset that you could have reversal'd), and you can get hit because you didn't know how to properly defend (assuming you are playing a game that lets you properly defend). I try to pinpoint which of these was the case whenever I get hit. It helps to categorize it, because then you can isolate what's wrong (as opposed to "what the fuck how am I losing I'm hitting buttons but I'm not winning") and find out how to not get hit like that again.
The hard part, for me at least, isn't seeing problems, it's being flexible enough to fix them in real time during a match (I can't for the life of me stop Gliding, or getting reset low the 5th time after I realized they're going low every time, or stop jumping and doing last minute j.lk when I know they're doing Updo, or dash jumping face first into air grabs). As with all things, getting better takes practice, patience, and perseverance.
Edit: Also, I think there's a tiny bit of a misconception new players get when they hear "learn from a loss". I explained how that you have to learn mid match, but also understanding that it's up to you to learn from the loss is important. It's not like you get an experience screen after X-number of losses saying "LVL UP! +3 blocking, +2 spacing, +3 resets!", so simply losing doesn't mean you learned something. It's up to you to take what you went through from the game, your opponent, and most importantly yourself, and use that experience to improve your play.
Alright... is there a directory that has how neg. one goes on block in every matchup? I'd like to have it just in case, because approaching in this game is confusing as hell, and it isn't moving to them that is the pain (which I suppose is ironic, considering I play Big Band), it's attacking when I get there. I do get hit a lot and I don't know why for the entire game. I do know that I am going too fast into moves that are super unsafe on the block and effectively just going "all-in" on that.
I can fix the problems sometimes in real time, but I can't ever see the problem to start.
Yeah, that basically. I've played StarCraft 2 for about a year and we've a saying "more gg = more skill" that I never really understood because one has to know what they did wrong to actually get better.
Speaking Defensively...
Solutions in freeform games like Skullgirls can be very obtuse, and might require more than just a single step back to find the solution. This is different from games like Street Fighter. Blocking correctly, followed by pushblocking correctly is sometimes the ONLY answer to a situation, and it will only give you just enough time to immediately act, not enough time to go back to the neutral game (This means making an immediate read on your opponent's continued approach). I can think of a few situations where, as I play a team with not-so-good reversal options, that the answer to a situation is a multi-layered cake of steps, and it's different based on the character's toolset and assist choices.
Speaking Offensively...
Opening a player up involves you thinking critically about player reactions, player habits and whether or not your offense is actually scary. If you keep getting blocked when you do get in, then maybe you should throw, or find out your character's high/low/crossup/throw options when in close. If you keep getting pushblocked out, maybe you shouldn't be approaching with such heavy/slow attacks (Try multi-hits instead, like BB's j.LK). If you attack reactably, a player should be able to block every time.
"Low or Throw" is the first mixup you should explore, and how to convert off stray hits in neutral. This is the starting point for every character. If you can't do either of these yet, you'll find that your offensive/neutral gameplan expands as you explore these two concepts.
Defensively:
Certainly. Skullgirls, despite the fact I have very little time in it, is a game that is very complex on defense. I've never played any fighter that is 2D and uses classic six-button controls (in other words, I've played only 3D fighters or 2D fighters with their own control scheme). I have a hard time blocking let alone pushing, so I think I really need to start blocking, then pushing, then building solutions from there.
Offensively:
I'm still not sure what crossup means. I never get pushblocked out; I get blocked then get punished for 60%.
What's a mixup, exactly? Is it just going at them with different types of attacks (low, high, overhead, throw) hoping that they won't react fast enough/correctly so that you can start comboing?